mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-29 11:14:09 +00:00
* Adding all the extra stuff * whoops, slipped my last fix in here. * bone balance * 6 Goliaths + 3 Watchers + 1 Legion * bumps the damage modifier down to 1.05 * More Bones. * Undoes the undoing of the other fix PR Co-authored-by: Emily <null>
381 lines
16 KiB
Plaintext
381 lines
16 KiB
Plaintext
///Has no special properties.
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/datum/material/iron
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name = "iron"
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desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
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color = "#878687"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/metal
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value_per_unit = 0.0025
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///Breaks extremely easily but is transparent.
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/datum/material/glass
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name = "glass"
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desc = "Glass forged by melting sand."
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color = "#88cdf1"
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alpha = 150
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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integrity_modifier = 0.1
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sheet_type = /obj/item/stack/sheet/glass
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value_per_unit = 0.0025
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beauty_modifier = 0.05
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armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok
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/*
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Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
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Unless you know what you're doing, only use the first three numbers. They're in RGB order.
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*/
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///Has no special properties. Could be good against vampires in the future perhaps.
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/datum/material/silver
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name = "silver"
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desc = "Silver"
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color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/silver
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value_per_unit = 0.025
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beauty_modifier = 0.075
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///Slight force decrease. It's gold, it's soft as fuck.
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/datum/material/gold
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name = "gold"
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desc = "Gold"
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color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
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strength_modifier = 0.8
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/gold
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value_per_unit = 0.0625
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beauty_modifier = 0.15
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
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///Small force increase, for diamond swords
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/datum/material/diamond
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name = "diamond"
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desc = "Highly pressurized carbon"
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color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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strength_modifier = 1.2
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alpha = 132
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/diamond
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value_per_unit = 0.25
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beauty_modifier = 0.3
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armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
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///Is slightly radioactive
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/datum/material/uranium
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name = "uranium"
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desc = "Uranium"
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color = rgb(48, 237, 26)
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/uranium
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value_per_unit = 0.05
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beauty_modifier = 0.3 //It shines so beautiful
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
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/datum/material/uranium/on_applied(atom/source, amount, material_flags)
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. = ..()
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source.AddComponent(/datum/component/radioactive, amount / 60, source, 0) //half-life of 0 because we keep on going.
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/datum/material/uranium/on_removed(atom/source, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/radioactive))
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///Adds firestacks on hit (Still needs support to turn into gas on destruction)
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/datum/material/plasma
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name = "plasma"
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desc = "Isn't plasma a state of matter? Oh whatever."
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color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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strength_modifier = 0.7
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/plasma
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value_per_unit = 0.1
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beauty_modifier = 0.15
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armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
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/datum/material/plasma/on_applied(atom/source, amount, material_flags)
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. = ..()
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if(ismovable(source))
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source.AddElement(/datum/element/firestacker, amount=1)
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source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, amount / 1250)
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/datum/material/plasma/on_removed(atom/source, material_flags)
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. = ..()
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source.RemoveElement(/datum/element/firestacker, amount=1)
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qdel(source.GetComponent(/datum/component/explodable))
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///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
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/datum/material/bluespace
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name = "bluespace crystal"
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desc = "Crystals with bluespace properties"
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color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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integrity_modifier = 0.2 //these things shatter when thrown.
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alpha = 200
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categories = list(MAT_CATEGORY_ORE = TRUE)
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beauty_modifier = 0.5
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sheet_type = /obj/item/stack/sheet/bluespace_crystal
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value_per_unit = 0.15
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///Honks and slips
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/datum/material/bananium
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name = "bananium"
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desc = "Material with hilarious properties"
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color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bananium
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value_per_unit = 0.5
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
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/datum/material/bananium/on_applied(atom/source, amount, material_flags)
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. = ..()
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source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
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source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
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/datum/material/bananium/on_removed(atom/source, amount, material_flags)
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. = ..()
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qdel(source.GetComponent(/datum/component/slippery))
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qdel(source.GetComponent(/datum/component/squeak))
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///Mediocre force increase
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/datum/material/titanium
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name = "titanium"
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desc = "Titanium"
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color = "#b3c0c7"
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strength_modifier = 1.1
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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value_per_unit = 0.0625
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beauty_modifier = 0.05
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armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
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/datum/material/runite
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name = "runite"
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desc = "Runite"
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color = "#3F9995"
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/runite
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
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///Force decrease
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/datum/material/plastic
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name = "plastic"
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desc = "Plastic"
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color = "#caccd9"
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strength_modifier = 0.85
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sheet_type = /obj/item/stack/sheet/plastic
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value_per_unit = 0.0125
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beauty_modifier = -0.01
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
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///Force decrease and mushy sound effect. (Not yet implemented)
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/datum/material/biomass
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name = "biomass"
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desc = "Organic matter"
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color = "#735b4d"
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strength_modifier = 0.8
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value_per_unit = 0.025
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/datum/material/wood
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name = "wood"
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desc = "Flexible, durable, but flamable. Hard to come across in space."
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color = "#bb8e53"
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strength_modifier = 0.5
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sheet_type = /obj/item/stack/sheet/mineral/wood
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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value_per_unit = 0.06
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beauty_modifier = 0.1
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
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/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
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. = ..()
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/obj/wooden = source
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wooden.resistance_flags |= FLAMMABLE
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/datum/material/wood/on_removed_obj(obj/source, material_flags)
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. = ..()
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/obj/wooden = source
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wooden.resistance_flags &= ~FLAMMABLE
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///Stronk force increase
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/datum/material/adamantine
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name = "adamantine"
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desc = "A powerful material made out of magic, I mean science!"
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color = "#6d7e8e"
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/adamantine
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value_per_unit = 0.25
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beauty_modifier = 0.4
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
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///RPG Magic. (Admin only)
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/datum/material/mythril
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name = "mythril"
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desc = "How this even exists is byond me"
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color = "#f2d5d7"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/mythril
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value_per_unit = 0.75
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
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/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
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. = ..()
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if(istype(source, /obj/item))
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source.AddComponent(/datum/component/fantasy)
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/datum/material/mythril/on_removed_obj(atom/source, material_flags)
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. = ..()
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if(istype(source, /obj/item))
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qdel(source.GetComponent(/datum/component/fantasy))
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//I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
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/datum/material/sand
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name = "sand"
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desc = "You know, it's amazing just how structurally sound sand can be."
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color = "#EDC9AF"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/sandblock
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value_per_unit = 0.001
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strength_modifier = 0.5
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integrity_modifier = 0.1
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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beauty_modifier = 0.25
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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//And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary.
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/datum/material/sandstone
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name = "sandstone"
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desc = "Bialtaakid 'ant taerif ma hdha."
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color = "#B77D31"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/sandstone
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "brick"
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/datum/material/snow
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name = "snow"
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desc = "There's no business like snow business."
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color = "#FFFFFF"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/snow
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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/datum/material/runedmetal
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name = "runed metal"
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desc = "Mir'ntrath barhah Nar'sie."
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color = "#3C3434"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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strength_modifier = 1.2
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sheet_type = /obj/item/stack/sheet/runed_metal
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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beauty_modifier = -0.15
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texture_layer_icon_state = "runed"
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/datum/material/brass
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name = "brass"
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desc = "Tybel gb-Ratvar"
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color = "#917010"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
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sheet_type = /obj/item/stack/tile/brass
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for.
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beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
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/datum/material/bronze
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name = "bronze"
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desc = "Clock Cult? Never heard of it."
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color = "#92661A"
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strength_modifier = 1.1
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/bronze
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value_per_unit = 0.025
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armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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beauty_modifier = 0.2
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/datum/material/paper
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name = "paper"
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desc = "Ten thousand folds of pure starchy power."
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color = "#E5DCD5"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/paperframes
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "paper"
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/datum/material/paper/on_applied_obj(obj/source, amount, material_flags)
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. = ..()
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/obj/paper = source
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paper.resistance_flags |= FLAMMABLE
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paper.obj_flags |= UNIQUE_RENAME
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/datum/material/paper/on_removed_obj(obj/source, material_flags)
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if(material_flags & MATERIAL_AFFECT_STATISTICS)
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var/obj/paper = source
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paper.resistance_flags &= ~FLAMMABLE
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return ..()
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/datum/material/cardboard
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name = "cardboard"
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desc = "They say cardboard is used by hobos to make incredible things."
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color = "#5F625C"
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/cardboard
|
|
value_per_unit = 0.003
|
|
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
|
|
beauty_modifier = -0.1
|
|
|
|
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
|
|
. = ..()
|
|
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
|
var/obj/cardboard = source
|
|
cardboard.resistance_flags |= FLAMMABLE
|
|
cardboard.obj_flags |= UNIQUE_RENAME
|
|
|
|
/datum/material/cardboard/on_removed_obj(obj/source, material_flags)
|
|
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
|
var/obj/cardboard = source
|
|
cardboard.resistance_flags &= ~FLAMMABLE
|
|
return ..()
|
|
|
|
/datum/material/bone
|
|
name = "bone"
|
|
desc = "Man, building with this will make you the coolest caveman on the block."
|
|
color = "#e3dac9"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
|
sheet_type = /obj/item/stack/sheet/bone
|
|
strength_modifier = 1.05
|
|
value_per_unit = 0.05
|
|
armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
|
beauty_modifier = -0.2
|
|
|
|
/datum/material/bamboo
|
|
name = "bamboo"
|
|
desc = "If it's good enough for pandas, it's good enough for you."
|
|
color = "#339933"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
|
sheet_type = /obj/item/stack/sheet/mineral/bamboo
|
|
value_per_unit = 0.0025
|
|
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
|
|
beauty_modifier = 0.2
|
|
turf_sound_override = FOOTSTEP_WOOD
|
|
texture_layer_icon_state = "bamboo"
|